2025-8-22
This commit is contained in:
@@ -180,7 +180,7 @@
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<li>
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<statFactors>
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<MeleeCooldownFactor>0.5</MeleeCooldownFactor>
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<MeleeHitChance>1</MeleeHitChance>
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<MeleeHitChance>1.25</MeleeHitChance>
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<StaggerDurationFactor>0</StaggerDurationFactor>
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</statFactors>
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<statOffsets>
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@@ -264,6 +264,79 @@
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</li>
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</verbs>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>WULA_Alpha_Mantodea_Turret</defName>
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<label>双子魔眼</label>
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<description>由少量乌拉帝国图书馆大型机械体搭载的特殊眼部,比起单只魔眼可以同时从两个方向进行扫射,以释放恐怖的力量融化敌人。</description>
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<tradeability>None</tradeability>
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<destroyOnDrop>true</destroyOnDrop>
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<graphicData>
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<texPath>Wula/Weapon/WULA_Weapon_Empty</texPath>
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<graphicClass>Graphic_Single</graphicClass>
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</graphicData>
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<statBases>
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<Mass>2.6</Mass>
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<AccuracyTouch>0.60</AccuracyTouch>
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<AccuracyShort>0.80</AccuracyShort>
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<AccuracyMedium>0.90</AccuracyMedium>
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<AccuracyLong>0.85</AccuracyLong>
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</statBases>
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<verbs>
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<li Class="WulaFallenEmpire.VerbPropertiesExplosiveBeam">
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<verbClass>WulaFallenEmpire.Verb_ShootMeltBeam</verbClass>
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<!-- 基础射线参数 -->
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<hasStandardCommand>true</hasStandardCommand>
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<warmupTime>0</warmupTime>
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<range>25</range>
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<defaultCooldownTime>4</defaultCooldownTime>
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<burstShotCount>20</burstShotCount>
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<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
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<beamDamageDef>Wula_Dark_Matter_Beam</beamDamageDef>
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<!-- 核心光束塑形参数 -->
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<beamFullWidthRange>12</beamFullWidthRange> <!-- 光束达到最大宽度的距离 -->
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<beamWidth>5</beamWidth> <!-- 光束的最大宽度 -->
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<beamMaxDeviation>0.8</beamMaxDeviation> <!-- 光束路径的随机偏移量 -->
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<beamCurvature>0.7</beamCurvature> <!-- 光束的弯曲程度 -->
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<beamStartOffset>0.5</beamStartOffset> <!-- 光束起始点距离发射者的偏移 -->
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<!-- 视觉和音效 -->
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<muzzleFlashScale>0</muzzleFlashScale>
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<soundCastBeam>BeamGraser_Shooting</soundCastBeam>
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<beamGroundFleckDef>Fleck_BeamBurn</beamGroundFleckDef>
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<beamFleckChancePerTick>0.32</beamFleckChancePerTick>
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<beamMoteDef>Mote_Wula_Dark_Matter_Beam</beamMoteDef>
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<beamEndEffecterDef>GraserBeam_End</beamEndEffecterDef>
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<!-- 火焰效果 -->
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<beamSetsGroundOnFire>true</beamSetsGroundOnFire> <!-- 光束是否点燃地面 -->
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<beamChanceToStartFire>0.5</beamChanceToStartFire>
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<beamChanceToAttachFire>0.5</beamChanceToAttachFire>
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<beamFireSizeRange>0.2~0.4</beamFireSizeRange> <!-- 火焰大小范围 -->
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<!-- 其他射线属性 -->
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<beamHitsNeighborCells>true</beamHitsNeighborCells>
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<stopBurstWithoutLos>false</stopBurstWithoutLos> <!-- 即使失去视野也继续扫射 -->
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<!-- 攻击目标设置 -->
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<targetParams>
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<canTargetLocations>true</canTargetLocations>
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</targetParams>
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<!-- 爆炸参数 -->
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<enableExplosion>true</enableExplosion>
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<explosionShotInterval>4</explosionShotInterval> <!-- 每3次射击判定一次爆炸 -->
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<explosionRadius>1.3</explosionRadius>
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<explosionDamageDef>Wula_Dark_Matter_Flame</explosionDamageDef>
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<explosionDamage>20</explosionDamage>
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<explosionSound>Explosion_Bomb</explosionSound>
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<chanceToStartFire>0.6</chanceToStartFire>
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<screenShakeFactor>0.3</screenShakeFactor> <!-- 爆炸时的屏幕震动 -->
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</li>
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</verbs>
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</ThingDef>
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<ThingDef ParentName="BaseWeaponTurret">
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<defName>WULA_MechFlyerTurretGun</defName>
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<label>磁力光束</label>
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Defs>
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<ThingDef ParentName="HeavyMechanoid">
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<ThingDef Name="WULA_Alpha_Wolf" ParentName="HeavyMechanoid">
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<defName>WULA_Alpha_Wolf</defName> <!-- 修改了defName以避免冲突 -->
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<label>SNm-6"狼蛛"</label>
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<description>乌拉帝国图书馆所使用的一种炮兵机械体,会在前线上制造小型机械体以辅助战斗。它装备着一门重型等离子炮,可以在极远距离上喷射覆盖性的等离子射弹以摧毁成片敌军。</description>
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@@ -106,8 +106,6 @@
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<combatPower>600</combatPower>
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<allowInMechClusters>false</allowInMechClusters>
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<defaultFactionType>PlayerColony</defaultFactionType>
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<overrideDeathOnDownedChance>1</overrideDeathOnDownedChance>
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<forceDeathOnDowned>true</forceDeathOnDowned>
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<abilities>
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<li>WULA_GiveSwitchHediff</li> <!-- 添加“停止生产”技能 -->
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<li>WULA_RemoveSwitchHediff</li> <!-- 保留“恢复生产”技能 -->
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@@ -133,6 +131,173 @@
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</weaponTags>
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<controlGroupPortraitZoom>0.7</controlGroupPortraitZoom>
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</PawnKindDef>
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<ThingDef ParentName="WULA_Alpha_Wolf">
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<defName>WULA_Alpha_Mantodea</defName>
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<label>SNm-82"螳螂"</label>
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<description>乌拉帝国图书馆所使用的一种近战机械体,会在前线上制造小型机械体以辅助战斗。它装备着一对强大的巨镰和微型跃迁引擎,以在近距离上切开任何敌军的装甲。</description>
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<statBases>
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<MoveSpeed>6</MoveSpeed>
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<MeleeHitChance>5</MeleeHitChance>
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<EnergyShieldEnergyMax>10</EnergyShieldEnergyMax>
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</statBases>
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<tools>
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<li>
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<label>左巨镰</label>
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<labelNoLocation>巨镰</labelNoLocation>
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<capacities>
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<li>Scratch</li>
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</capacities>
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<power>150</power>
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<cooldownTime>0.5</cooldownTime>
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<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
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<alwaysTreatAsWeapon>true</alwaysTreatAsWeapon>
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<soundMeleeHit>Pawn_Melee_PowerClaw_Hit</soundMeleeHit>
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<soundMeleeMiss>Pawn_Melee_PowerClaw_Miss</soundMeleeMiss>
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</li>
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<li>
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<label>右巨镰</label>
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<labelNoLocation>巨镰</labelNoLocation>
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<capacities>
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<li>Scratch</li>
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</capacities>
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<power>150</power>
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<cooldownTime>0.5</cooldownTime>
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<linkedBodyPartsGroup>Torso</linkedBodyPartsGroup>
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<alwaysTreatAsWeapon>true</alwaysTreatAsWeapon>
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<soundMeleeHit>Pawn_Melee_PowerClaw_Hit</soundMeleeHit>
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<soundMeleeMiss>Pawn_Melee_PowerClaw_Miss</soundMeleeMiss>
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</li>
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</tools>
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<comps Inherit="False">
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<!--加上这个组件的机械体会直接跳过原版指挥范围判定-->
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<li Class="WulaFallenEmpire.CompProperties_GlobalMechCommand" />
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<li Class="WulaFallenEmpire.CompProperties_AutoMechCarrier">
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<freeProduction>true</freeProduction> <!-- 改为消耗资源以测试独立成本 -->
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<disableHediff>WULA_MechCarrierSwitchHediff</disableHediff>
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<fixedIngredient>Steel</fixedIngredient>
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<maxIngredientCount>500</maxIngredientCount> <!-- 定义最大资源容量 -->
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<startingIngredientCount>500</startingIngredientCount> <!-- 定义初始资源数量 -->
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<costPerPawn>999</costPerPawn> <!-- 设置一个很高的全局默认成本,以确保独立成本生效 -->
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<cooldownTicks>9999</cooldownTicks> <!-- 设置一个很高的全局默认冷却,以确保独立冷却生效 -->
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<productionQueue>
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<li>
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<pawnKind>WULA_Mech_Flyer</pawnKind>
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<count>8</count>
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<cooldownTicks>50</cooldownTicks> <!-- 独立冷却: 10秒 -->
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</li>
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<li>
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<pawnKind>WULA_Mech_Flyer_Slow</pawnKind>
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<count>8</count>
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<cooldownTicks>600</cooldownTicks> <!-- 独立冷却: 10秒 -->
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</li>
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</productionQueue>
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<spawnEffecter>WarqueenWarUrchinsSpawned</spawnEffecter>
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<spawnedMechEffecter>WarUrchinSpawned</spawnedMechEffecter>
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</li>
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<li Class="CompProperties_CanBeDormant" />
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<li Class="CompProperties_WakeUpDormant">
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<wakeUpOnDamage>true</wakeUpOnDamage>
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<wakeUpCheckRadius>30</wakeUpCheckRadius>
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<wakeUpSound>MechanoidsWakeUp</wakeUpSound>
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</li>
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<li Class="CompProperties_TurretGun">
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<turretDef>WULA_Alpha_Mantodea_Turret</turretDef>
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<angleOffset>-90</angleOffset>
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<renderNodeProperties>
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<li>
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<nodeClass>PawnRenderNode_TurretGun</nodeClass>
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<workerClass>PawnRenderNodeWorker_TurretGun</workerClass>
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<parentTagDef>Body</parentTagDef>
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<overrideMeshSize>(1, 1)</overrideMeshSize>
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<baseLayer>20</baseLayer>
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<pawnType>Any</pawnType>
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<drawData>
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<dataWest>
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<rotationOffset>180</rotationOffset>
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</dataWest>
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</drawData>
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</li>
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</renderNodeProperties>
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</li>
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<li Class="CompProperties_Shield">
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<startingTicksToReset>36000</startingTicksToReset><!-- 10 mins -->
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<minDrawSize>4.2</minDrawSize>
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<maxDrawSize>4.4</maxDrawSize>
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<energyLossPerDamage>0.01</energyLossPerDamage>
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<energyOnReset>4.0</energyOnReset>
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<blocksRangedWeapons>false</blocksRangedWeapons>
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</li>
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<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_OverseerSubject">
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<needsOverseerEffect>MechUncontrolled</needsOverseerEffect>
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<delayUntilFeralCheck>60000</delayUntilFeralCheck>
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<feralMtbDays>10</feralMtbDays>
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<feralCascadeRadialDistance>25</feralCascadeRadialDistance>
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</li>
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<li MayRequire="Ludeon.RimWorld.Biotech" Class="CompProperties_MechRepairable" />
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<li Class="AutoBlink.CompProperties_AutoBlink" MayRequire="rabiosus.autoblink">
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<!-- <gizmoIconPath></gizmoIconPath> -->
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<blinkIntervalTicks>480</blinkIntervalTicks>
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<delayAfterEligibleTicks>10</delayAfterEligibleTicks>
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<cellsBeforeTarget>1</cellsBeforeTarget>
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<maxDistanceToBlink>40</maxDistanceToBlink>
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<minDistanceToBlink>8</minDistanceToBlink>
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<postBlinkStanceTicks>0</postBlinkStanceTicks>
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<playerFactionOnly>false</playerFactionOnly>
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<excludedJobDefs>
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<li>GotoWander</li>
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<li>Carried</li>
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</excludedJobDefs>
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<preBlinkSoundDefs>
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<li>AutoBlink_Skip_Small</li>
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</preBlinkSoundDefs>
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<postBlinkSoundDefs>
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<li>AutoBlink_Skip_Exit_Small</li>
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</postBlinkSoundDefs>
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<preBlinkEffecterDefs>
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<li>Skip_Entry</li>
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</preBlinkEffecterDefs>
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<postBlinkEffecterDefs>
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<li>Skip_ExitNoDelay</li>
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</postBlinkEffecterDefs>
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<preBlinkMoteDefs/>
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<postBlinkMoteDefs/>
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</li>
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</comps>
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</ThingDef>
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<PawnKindDef ParentName="HeavyMechanoidKind">
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<defName>WULA_Alpha_Mantodea</defName> <!-- 修改了defName以避免冲突 -->
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<label>SNm-82"螳螂"</label>
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<race>WULA_Alpha_Mantodea</race>
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<combatPower>600</combatPower>
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<allowInMechClusters>false</allowInMechClusters>
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<defaultFactionType>PlayerColony</defaultFactionType>
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<abilities>
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<li>WULA_GiveSwitchHediff</li> <!-- 添加“停止生产”技能 -->
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<li>WULA_RemoveSwitchHediff</li> <!-- 保留“恢复生产”技能 -->
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</abilities>
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<lifeStages>
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<li>
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<bodyGraphicData>
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<texPath>Wula/Things/Wula_Alpha_Wolf/Bodies/Naked_Thin2</texPath>
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<maskPath>Wula/Things/WULA_Cat/AllegianceOverlays/None</maskPath>
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<shaderType>CutoutWithOverlay</shaderType>
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<graphicClass>Graphic_Multi</graphicClass>
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<drawSize>3.5</drawSize>
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<shadowData>
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<volume>(0.4, 0.8, 0.4)</volume>
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</shadowData>
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</bodyGraphicData>
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</li>
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</lifeStages>
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<weaponMoney>99999~99999</weaponMoney>
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<controlGroupPortraitZoom>0.7</controlGroupPortraitZoom>
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</PawnKindDef>
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<ThingDef ParentName="BaseMechanoidWalker">
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<defName>WULA_Mech_Flyer</defName>
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@@ -356,7 +356,7 @@
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<thinkTreeConstant>HunterDroneConstant</thinkTreeConstant>
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<baseHealthScale>0.35</baseHealthScale>
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<baseBodySize>0.7</baseBodySize>
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<hasCorpse>true</hasCorpse>
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<hasCorpse>false</hasCorpse>
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<body>Mech_Light</body>
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<lifeStageAges>
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<li>
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@@ -406,7 +406,7 @@
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<baseHealthScale>3</baseHealthScale>
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<thinkTreeConstant>SentryDroneConstant</thinkTreeConstant>
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<baseBodySize>0.7</baseBodySize>
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<hasCorpse>true</hasCorpse>
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<hasCorpse>false</hasCorpse>
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<body>Mech_Light</body>
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<lifeStageAges>
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<li>
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@@ -466,7 +466,7 @@
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<race>
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<thinkTreeConstant>SentryDroneConstant</thinkTreeConstant>
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<baseBodySize>0.7</baseBodySize>
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<hasCorpse>true</hasCorpse>
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<hasCorpse>false</hasCorpse>
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<body>Mech_Light</body>
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<lifeStageAges>
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<li>
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